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<blockquote data-quote="fba827" data-source="post: 4941571" data-attributes="member: 807"><p>perhaps something is inside the tunnel wall, such as particular stones, or strange algae/moss-like plants growing on the sides in sporadic places. And (while embedded in the wall) has some strange effect -- the exact effect should depend on what else is going on.</p><p></p><p>It can be as simple as "the stones in the wall glow with magical light on their own"</p><p></p><p>Or it can boost (or drain!) endurance checks as it boosts/saps away energy (though this only works if the PCs have to do skill checks, otherwise, it's not even worth the effort to mention)</p><p></p><p>Or maybe it has some aura effect if you're in a square adjacent to it (though this works best if they're in some combat down there as well).</p><p></p><p></p><p>The edge that is near the now-dry sea might have some mutated water creatures that now live on land in the confines of the tunnel (such as sharks that mutated for land survival, etc).</p><p></p><p></p><p>Everytime someone uses a power with the "Thunder" keyword has a chance of causing a small cave-in, roll 1d20+the level of the power being used. On results higher than ? then a boulder falls at the origin square. save to get out of the way or else take X damage. (This won't mean anything unless you expect combat since they probably wouldn't toss around thunder powers without reason). Give someone a passive dungeoneering check (DC X) to recognize that the tunnel rocks in the area seem unstable.</p><p></p><p>dead (dwarven) body(ies). what were they doing when they died, why are they there? </p><p></p><p>while passing through one section of the tunnel passive perception check (DC X) and they hear the sound of breathing from what can only be a rather large/huge creature.</p><p>This will actually just serve to make the PCs paranoid, but don't need to tell them that it is actually the sound of a sleeping giant (or dragon or kobold horde, or whatever) in the mountain caves just above them.</p><p></p><p>a bullete -- (or anything that can burrow) -- instead of just coming out of the ground, it can literraly come out of the walls or cieling as well!</p><p></p><p>also another trick just to make the PCs paranoid -- they find some statues of people (possibly dwarven) that have been smashed. players will leap to conclusions about basiliks and medusa. but anyone who takes the time to inspect it (and is trained in arcana or dungeoneering or something) realizes that there is no magic residue but is in fact natural stone. and taking the time to put the pieces together it looks like it was a set of scultures that were broken here long ago. </p><p></p><p>obviously, a few of my suggestions involve plays on player paranoia. don't overdo it, just pick one trick (if any at all) or it will lose it's sting.</p></blockquote><p></p>
[QUOTE="fba827, post: 4941571, member: 807"] perhaps something is inside the tunnel wall, such as particular stones, or strange algae/moss-like plants growing on the sides in sporadic places. And (while embedded in the wall) has some strange effect -- the exact effect should depend on what else is going on. It can be as simple as "the stones in the wall glow with magical light on their own" Or it can boost (or drain!) endurance checks as it boosts/saps away energy (though this only works if the PCs have to do skill checks, otherwise, it's not even worth the effort to mention) Or maybe it has some aura effect if you're in a square adjacent to it (though this works best if they're in some combat down there as well). The edge that is near the now-dry sea might have some mutated water creatures that now live on land in the confines of the tunnel (such as sharks that mutated for land survival, etc). Everytime someone uses a power with the "Thunder" keyword has a chance of causing a small cave-in, roll 1d20+the level of the power being used. On results higher than ? then a boulder falls at the origin square. save to get out of the way or else take X damage. (This won't mean anything unless you expect combat since they probably wouldn't toss around thunder powers without reason). Give someone a passive dungeoneering check (DC X) to recognize that the tunnel rocks in the area seem unstable. dead (dwarven) body(ies). what were they doing when they died, why are they there? while passing through one section of the tunnel passive perception check (DC X) and they hear the sound of breathing from what can only be a rather large/huge creature. This will actually just serve to make the PCs paranoid, but don't need to tell them that it is actually the sound of a sleeping giant (or dragon or kobold horde, or whatever) in the mountain caves just above them. a bullete -- (or anything that can burrow) -- instead of just coming out of the ground, it can literraly come out of the walls or cieling as well! also another trick just to make the PCs paranoid -- they find some statues of people (possibly dwarven) that have been smashed. players will leap to conclusions about basiliks and medusa. but anyone who takes the time to inspect it (and is trained in arcana or dungeoneering or something) realizes that there is no magic residue but is in fact natural stone. and taking the time to put the pieces together it looks like it was a set of scultures that were broken here long ago. obviously, a few of my suggestions involve plays on player paranoia. don't overdo it, just pick one trick (if any at all) or it will lose it's sting. [/QUOTE]
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